Ezzz
Developer of Nostalrius and The Violet Project
I have fixed the ammunition conjure bug not removing capacity from the player, it will be addressed to the public distribution on Monday.
But if you would like to fix it yourself:
Make public void updateInventoryWeight();
In spells.cpp, add player->updateInventoryWeight();
At true results / success conjures at:
bool ConjureSpell::ConjureItem(const ConjureSpell* spell, Creature* creature, const std::string& param)
And at
ReturnValue ConjureSpell::internalConjureItem(Player* player, uint32_t conjureId, uint32_t conjureCount)
And at
ReturnValue ConjureSpell::internalConjureItem(Player* player, uint32_t conjureId,
uint32_t conjureCount, uint32_t reagentId, slots_t slot, bool test /*= false*/)
As @Schmanky said, I had fixed most of the bugs reported here in the first test server that was ran months ago, but the server is so big it's literally hard for me to maintain the code and changes from my partner, so it can sometimes mess up / remove bug fixes.
But if you would like to fix it yourself:
Make public void updateInventoryWeight();
In spells.cpp, add player->updateInventoryWeight();
At true results / success conjures at:
bool ConjureSpell::ConjureItem(const ConjureSpell* spell, Creature* creature, const std::string& param)
And at
ReturnValue ConjureSpell::internalConjureItem(Player* player, uint32_t conjureId, uint32_t conjureCount)
And at
ReturnValue ConjureSpell::internalConjureItem(Player* player, uint32_t conjureId,
uint32_t conjureCount, uint32_t reagentId, slots_t slot, bool test /*= false*/)
As @Schmanky said, I had fixed most of the bugs reported here in the first test server that was ran months ago, but the server is so big it's literally hard for me to maintain the code and changes from my partner, so it can sometimes mess up / remove bug fixes.